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Why Mongoose?

Probably not the answer your looking for, but because it was the "current" version at the time I was looking to get back into Traveller. Felt familiar - I had played CT many years prior.

Figured it would be more modern and updated and be more likely to find other new players to game with.
 
Because it was actively supported. These days Matt seems more interested in RetConing everything he doesn't rehash. I much prefer CT. Simple as you want it to be, Easy to play, most of all FUN.
 
I started wanting a scifi game around 2007. I looked at Traveller. I didn't like d20 at the time so T20 was out (not to mention the current version of Star Wars). I checked into other versions. I didn't like the fact that CT/MT had computers that required tons of space, even if it was otherwise ok. And, well, I don't know, but something about TNE and T4, I just didn't like. I don't know what exactly it was.

So I just went back to WEG d6 Star Wars.

When Mongoose came along, says they were modernizing Traveller and releasing it OGL, I was interested. When I saw the system and that ship computers didn't require tons, I was sold.

So I'd say it was pretty much the OGL + computers being tiny in the future.

But it was the Foreven License that sealed it for me. As a compatible publisher, I have to make generic supplement or create my own setting sandbox. Foreven lets me not have to reinvent the wheel, lets gaming groups not have to end their current game to use my material, all while focusing on setting. I only wish I hadn't taken this long to actually do it. I've wanted to do my own Foreven sector for years. I'm only now finally doing it.
 
I'm not sure I'm actually qualified to answer this question, since I haven't really chosen MgT as my Traveller game. My Traveller game is my house rules, which are generic enough to work in most any setting, including my version of the Third Imperium.

But I've chosen to play MgT in my next game because I'm working on an adventure that I plan to submit to Mongoose eventually, so I'm going to playtest it with my regular gaming group.


Hans
 
Speaking as a Referee rather than as a publisher, I chose Mongoose for three main reasons:

1> It was being supported by additional material. That was highly important to a person who, at the time, was working between 60-70 hours a week and trying to run a game on the weekend.

2> Unlike T4 (and subsequently T5) it was a "roll high system". Personally, I don't mind the T4-T5 multi-dice "roll low" mechanic. However, I had a fairly regular gaming group (most of whom still game with me) at the time who absolutely resisted the idea of a "roll low" mechanic. Most of them have not changed their minds.

3> At the time, I did not care for the d20 mechanic and the "leveling up" of characters. I've softened on this quite a bit now but, at the time T20 came along, I was fairly uninterested in it.

For those reasons, as a Referee, I chose Mongoose.
 
How about this answer. It IS available. For the most part, it is the only version of Traveller that is available to purchase now, when I want it, either electronically or in print. True, the LBB version is available in some form or another, but as was mentioned before, the "future" tech is so behind modern tech, that it's laughable.
 
Those that have Mongoose Traveller as their Traveller game, why did you choose Mongoose over the other versions?

Tried GURPS and T20 and found them too complex. Mongoose had more of the feel of Classic Traveller and was well supported. It is nice and easy to play and set in 1105 pre-rebellion era, what's not to love?

Regards

David
 
Speaking as a Referee rather than as a publisher, I chose Mongoose for three main reasons:
3> At the time, I did not care for the d20 mechanic and the "leveling up" of characters. I've softened on this quite a bit now but, at the time T20 came along, I was fairly uninterested in it. For those reasons, as a Referee, I chose Mongoose.

I really hated the T20 chargen side, they didn't feel like Traveller character's.

I'm softening up on lower TL's, I'm strongly tempted to adopt your setting for our games.

Kind Regards

David
 
I bought Classic Traveller originally which I loved, but found it getting on a bit to actually play it so had a look around at other versions and quite liked Mongoose Core Rules because it updated the rules whilst putting everything together. Over time I have expanded my Mongoose collection but most of the stuff I havent looked at, most of it I dont like the look of when I do look at it, and I have yet to play an actual Mongoose Traveller game. I am thinking of selling most of my Mongoose stuff and just keeping the basics like Core Rule Book, Referee Screen, Traders and Gunboats, and the Spinward Marches, and possibly the Equipment Catalogue - which is actually all you really need out of the whole thing.

But I still like Classic Traveller far more than Mongoose Traveller and I probably wont be buying anything else for it, and when I next play a game it will probably be Classic Traveller I play.

Mind you a lot of the above is because I am getting on myself and I cant really be bother to learn andy new rules systems these days, and I cant remember rules like I used to - but the CT rules are still burned into my head! One of these days I might actually get around to playtesting the basic bits of Mongoose Traveller which are the best bits of it.
 
How about this answer. It IS available. For the most part, it is the only version of Traveller that is available to purchase now, when I want it, either electronically or in print. True, the LBB version is available in some form or another, but as was mentioned before, the "future" tech is so behind modern tech, that it's laughable.

Yes but the old style equipment, weapons and computers etc have got a heck of a lot of 'character' to them which is something Mongoose loses. Who cares if its not very realistic any more - as long as its fun? For serious play certainly Mongoose is the way to go buit for lighter games with family etc Classic Traveller is far easier for me to play.

But certain aspects like spaceship combat and character combat are not really very well designed in either version for an RPG game. Considering its mainly a spacetravel game where space battles feature prominently this aspect of its rules still is the worst thing about Traveller and always has been. No system has managed to create a decent RPG system for spaceship combat to my knowledge.
 
I can't believe I am going to type this... :devil:

can we please dispense with the myth that CT was/is easier to play than MgT. :CoW:

Unless you memorised every skill description so you could apply the individual resolution of that skill you had to either look it up every time or make index cards/crib lists.

How many people could actually be bothered with that?

Remember that the 8+ rule was for combat only, although it was pretty universal house rule (Andy Slack even put it to print in White Dwarf I think). DGP's task system was so well received the next version of Traveller was built on it.

MgT task resolution is pretty easy to understand and becomes something in the background really quickly with use.

MgT combat can be simplified to roll your to hit task. If you hit you have some damage dice. Armour subtracts some of those dice. Roll what's left (Ok it gets a little more complicated if you start trying to figure AP weapons etc, but all that can be simplified too). :)
 
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No system has managed to create a decent RPG system for spaceship combat to my knowledge.
I have :)

Take starter edition range band movement, add something for each crew member (PC) to do during combat (stolen originally from the Star trek rpg ship combat rules) and the rest is arguing about which damage system you are going to use :)
 
No system has managed to create a decent RPG system for spaceship combat to my knowledge.

Mongoose did design one - but then they scrapped it before release for lame one in use.

And if you haven't tried it, Gorilla Games Battlestations! is awesome, really close to what mongoose was playtesting, and makes it fun to be part of the crew in combat.
 
I can't believe I am going to type this... :devil:

can we please dispense with the myth that CT was/is easier to play than MgT. :CoW:

Brave man to start that one! ;)
Is that really the myth? For me, it's a combo of "If it ain't broke, don't fix it," and "Who are these guys who think they can re-write my fave game? Pshaw!"

And I didn't like the task resolution system when it was Digest Group's, so it wasn't well-received by me. Neither was Megatrav.

In any case, to each his own. It's been many years and many editions, and I think it's pretty well-established that most editions have their fans. But I do wish game authors and publishers would stop following the "massive re-written edition" precedent.

And if you haven't tried it, Gorilla Games Battlestations! is awesome, really close to what mongoose was playtesting, and makes it fun to be part of the crew in combat.

I like Battlestations very much, the author was kind enough to invite me over to his house to learn the game with his players. Now I just have to teach it to my daughter so we can play!
 
So do you look up every skill, have you learned them off by heart, or do you often find yourself just getting players to roll against a number you just make up? :devil:
 
Me? Usually I put it on the players. The guy with the skill can bark back the conditions of the roll to me if I don't feel like looking it up. They're right on top of their own skills, so I don't have to be.

And for my adventures and NPCs I usually include 'cheat notes' for likely rolls on my adventure pages so I don't have to break the game's momentum by looking things up.

Pretty much the same with any game system I run.
 
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